I cast Magic Missle!

Clumsy Bob

First Post
A question arose in last nights game, if when casting a magic missile spell does a creature with spell resistance get a save for each missile or one for the spell?
I guess this can apply to all other variable missile/ray spells.

Cheers

Bob
 

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We always used it as once per spell... too much work otherwise and spreading out the damage would make that silly spell even stronger.

No idea right now if this was in accordance with the rules, but generally I'd assume yes.
 

Strictly speaking it is a caster check against SR rather than a save, but I take your meaning.

For simplicities sake I would rule one attempt for the caster to overcome SR for all missiles. If five missiles are divided up amongst five targets all of whom have SR I would make a check for each target. I'd make the wizard choose targets before rolling for SR penetration.

Cheers
 

SPELL RESISTANCE
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature...

Seems clear. One check per spell.
 

We always use a SR for each missile. Just seems to make better sense that way. It also gives the offensively inclined wizard a tool with which to actually affect the outcome of a battle against high SR creatures.
 

Interesting... What about concentration checks for a caster hit with magic missile? X concentration checks or roll the damage into one and have one big concentration check?
 

You can use spiritual weapon as a precedent.... one check and then the sword can hack at the same target all day long with no more SR checks.
 

Cordo said:
Interesting... What about concentration checks for a caster hit with magic missile? X concentration checks or roll the damage into one and have one big concentration check?

Well, resolve it the same way you would resolve multiple strikes from weapon.

Spells requiring concentration to maintain; 1 concentration check at DC 10 + ½ total damage dealt during round.

For ease of play, I'd go with one Concentration check against the damage done if trying to cast a spell.
 


SR applies once per casting of the spell, per target.

Example: 5 missiles from 1 spell sent to one target = one SR check.

4 missiles from 1 spell to one target, 1 to another = two SR checks.
 

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